Oculus’ PC SDK model 1.19 now helps NVIDIA’s VRWorks Lens Matched Shading (LMS) method, providing “a efficiency increase and a slight high quality enchancment” on supported GPUs.
Lens Matched Shading is a part of NVIDIA’s VRWorks toolset, and takes benefit of the structure of the corporate’s Pascal-based GPUs to raised match the pre-warped VR picture to the ultimate output picture, thereby lowering the rendering of pixels that will in any other case not be seen after the distortion-correction part. LMS additionally gives a extra even distribution of pixel sampling between the initially rendered picture and what finally ends up being seen via the lens. Back in 2016, NVIDIA provided an approachable clarification of LMS.
This week, Oculus introduced the addition of LMS to their PC SDK 1.19. The firm deeply particulars the implementation in depth at their developer weblog, and stated that the characteristic “gives a efficiency increase and a slight high quality enchancment.”
NVIDIA’s LMS has been accessible in particular builds of Unity and Unreal Engine for a while, however now that it’s constructed instantly into Oculus’ SDK, builders working outdoors of these engines can have simpler entry to the characteristic, and it’s probably that Unity and Unreal Engine will see ongoing help for LMS of their primary department releases, making it extra accessible to builders.
LMS depends on GPUs based mostly on NVIDIA’s Pascal structure (GTX 1060 and Quadro P4000, and above). With 92.2% of Rift customers utilizing NVIDIA GPUs (65.8% Pascal-based), in accordance with Oculus’ report on the time of writing, the addition of LMS looks like a practical approach for the corporate to carry efficiency good points to a lot of its customers, although investing in NVIDIA-specific applied sciences definitely doesn’t curry favor with AMD and its customers.
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This article sources info from Road to VR